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Version 4.45.0
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TeamSpen210 committed May 28, 2024
2 parents 774ec22 + 0ac951e commit 1f1ac54
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16 changes: 8 additions & 8 deletions .github/workflows/build.yml
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Expand Up @@ -24,26 +24,26 @@ jobs:
# Use the tag if created there, dev each week, or what's specified when done manually.
- name: Checkout tag
if: github.event_name == 'create'
uses: actions/checkout@v3
uses: actions/checkout@v4
with:
ref: $ {{ github.event.ref }}
ref: ${{ github.event.ref }}

- name: Checkout dev
if: github.event_name == 'schedule'
uses: actions/checkout@v3
uses: actions/checkout@v4
with:
ref: 'dev'

- name: Checkout reference
if: github.event_name == 'workflow_dispatch'
uses: actions/checkout@v3
uses: actions/checkout@v4
with:
ref: ${{ inputs.source }}

- name: Set up Python
uses: actions/setup-python@v4
uses: actions/setup-python@v5
with:
python-version: 3.11
python-version: 3.12
cache: 'pip'
cache-dependency-path: 'requirements.txt'

Expand All @@ -54,15 +54,15 @@ jobs:
run: python compile_packages.py --confirm --overwrite --zip "" "packages/"

- name: Packages upload (tag)
uses: actions/upload-artifact@v3
uses: actions/upload-artifact@v4
if: github.event_name == 'create'
with:
name: beemod2_${{ github.event.ref }}_packages
path: ./zips/
if-no-files-found: error

- name: Packages upload (hash)
uses: actions/upload-artifact@v3
uses: actions/upload-artifact@v4
if: github.event_name != 'create'
with:
name: beemod2_${{ github.sha }}_packages
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39 changes: 39 additions & 0 deletions CHANGELOG.md
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@@ -1,5 +1,43 @@
# Changelog

# Version 4.45.0

## New Features:
* New Item: Tinted Glass, a blue-coloured version of glass which blocks absolutely everything, including lasers.
* Added 2 new Barrier Hole variants: the Medium Hole can fit cubes, and the Slot Hole fits a light bridge through. The package has been renamed from "glass_hole", make sure to remove that file.
* Glass/Grating now has a Start Reversed option, which shifts them to the inner pair of tiles.
* Added a few new Clean entry corridor variants, based on the Overgrown layouts.

## Enhancements:
* #4308: Enlarge P1/1950s Small Glass Hole slightly to allow pellets through.
* Add editor model for Absolute Fizzlers.
* Laser Emitters now always use a static light, instead of it being togglable. This had the potential to quickly hit VRAD limits and generally fail to function.
* Added ability to specify travel direction and stair direction for Clean SP elevators.
* The light "temperature" can now be customised for Clean SP corridors.
* #2811: Added "Auto Drop" to Track Platforms, giving them the player detection trigger like Piston Platforms.

### Bugfixes:
* Fix neurotoxin timer not compiling in P1 style.
* Fix weird geometry in clean fizzler editor models.
* Fix laser emitters not starting disabled properly.
* #1571: Tweak coop exit stair position, add endcap model.
* #4406: Fix centered Overgrown laser catcher not triggering outputs.
* #4403: Fix missing palette icon for voxel logic gates.
* Fix an issue where Clean and Overgrown cube droppers could be tricked into dropping two cubes, if a spawning cube is pushed against the iris.
* #3289: Redo custom fizzler textures to fix bad tinting.
* #2966: Sendificators will fizzle cubes if transported past the exit door fizzler, as well as other "out of bounds" locations.
* #1609: Sendificators are now blocked by Closed Solid Fields.
* #4415: Add additional clips underneath stair items to fix issues with items falling inside.
* #4417: Fix it being possible to portal on extended Old Aperture stairs.
* #2779: Add proper hold-logic and clips to P1 vertical Exit Door.
* #4290, #3242, #4393: Remake restart-on-exit logic to be more consistent across styles.
* Fix "advanced" P1 Indicator Timer Panels not functioning.
* Fix extraneous world brush being placed when Standing Fizzlers are used.
* Fix incorrect beveling on non-block Overgrown Stairs.
* Fix Overgrown/Clean Track Platforms moving when built to be 1 block long.

------------------------------------------

# Version 4.44.0

### New Features:
Expand Down Expand Up @@ -140,6 +178,7 @@
* Fix Old Aperture Sendificator Slim having broken antlines.
* Fix P1 entrances not detecting people portalling out.
* Fixed position of Old Aperture Flip Panel wheel.
* Fixed check locations for Old Aperture entry/exit door speaker placements.

------------------------------------------

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2 changes: 1 addition & 1 deletion compile_packages.py
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Expand Up @@ -10,7 +10,7 @@
import itertools
from zipfile import ZipFile, ZIP_LZMA, ZIP_DEFLATED

from srctools import Property, KeyValError, VMF, Entity, conv_bool
from srctools import VMF, Entity, conv_bool
import argparse

OPTIMISE = False
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77 changes: 77 additions & 0 deletions packages/barrier_hole/info.txt
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"ID" "BEE2_BARRIER_HOLE"
"Name" "Barrier Hole"
"Desc" "Allows cutting holes into glass/grating barriers."

"Item"
{
"ID" "ITEM_BEE2_BARRIER_HOLE"
"Version"
{
// These are the styles we have definitions for.
"Styles"
{
"BEE2_CLEAN"
{
"Folder" "hole"
}
"BEE2_OVERGROWN"
{
"Folder" "hole"
}
"BEE2_PORTAL_1"
{
"Folder" "hole"
}
"BEE2_1950s"
{
"Folder" "hole"
}
}
}
}

// The actual configurations, for each style of frame.
"BarrierHole"
{
"ID" "BEE2_CIRCULAR_SMALL"

"Footprint" "BEE2_BARRIER_HOLE_FOOTPRINT:small"
"Variants" "small_circle_hole.cfg"
"error_shape" "small"
}

"BarrierHole"
{
"ID" "BEE2_SQUARE_MEDIUM"

"Footprint" "BEE2_BARRIER_HOLE_FOOTPRINT:medium"
"Variants" "medium_square_hole.cfg"
"error_shape" "medium"
}

"BarrierHole"
{
"ID" "BEE2_CIRCULAR_LARGE"

"Footprint" "BEE2_BARRIER_HOLE_FOOTPRINT:large"
"Variants" "large_circle_hole.cfg"
"error_shape" "large"
}

"BarrierHole"
{
"ID" "BEE2_SLOTTED_CENTER"

"Footprint" "BEE2_BARRIER_HOLE_FOOTPRINT:slot_center"
"Variants" "slotted_hole_center.cfg"
"error_shape" "slot_center"
}

"BarrierHole"
{
"ID" "BEE2_SLOTTED_OFFSET"

"Footprint" "BEE2_BARRIER_HOLE_FOOTPRINT:slot_offset"
"Variants" "slotted_hole_offset.cfg"
"error_shape" "slot_offset"
}
113 changes: 113 additions & 0 deletions packages/barrier_hole/items/hole/editoritems.txt
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"Item"
{
"Type" "ITEM_BEE2_BARRIER_HOLE"
"Editor"
{
"SubTypeProperty" "CubeType"
"SubType"
{
"Name" "Small Barrier Hole"
"Model" "bee2/clean/barrier_hole/small.mdl"
"Palette"
{
"Tooltip" "BARRIER HOLE"
"Image" "palette/clean/BEE2/barrier_hole.png"
}
}
"SubType"
{
"Name" "Medium Barrier Hole"
"Model" "bee2/clean/barrier_hole/medium.mdl"
}
"SubType"
{
"Name" "Large Barrier Hole"
"Model" "bee2/clean/barrier_hole/large.mdl"
}
"SubType"
{
"Name" "Centered Slotted Barrier Hole"
"Model" "bee2/clean/barrier_hole/slot_center.mdl"
}
"SubType"
{
"Name" "Offset Slotted Barrier Hole"
"Model" "bee2/clean/barrier_hole/slot_offset.mdl"
}
"MovementHandle" "HANDLE_4_DIRECTIONS"
"OccupiesVoxel" "0"
"CanAnchorOnBarriers" "1"
}
"Properties"
{
"CubeType"
{
"DefaultValue" "0"
"Index" "1"
}
}
"Exporting"
{
"Instances"
{
"0"
{
"Name" "instances/BEE2/logic/geometry/barrier_hole.vmf"
"EntityCount" "0"
"BrushCount" "1"
"BrushSideCount" "6"
}
}

"TargetName" "hole"
"Offset" "64 64 64"
}
}


// Old item name, when only circular holes exist.
"Item"
{
"Type" "ITEM_BEE2_GLASS_HOLE"
"Editor"
{
"SubTypeProperty" "StartOpen"
"SubType"
{
"Name" "Small Glass Hole"
"Model" "bee2/clean/barrier_hole/small.mdl"
}
"SubType"
{
"Name" "Large Glass Hole"
"Model" "bee2/clean/barrier_hole/large.mdl"
}
"MovementHandle" "HANDLE_NONE"
"OccupiesVoxel" "0"
"CanAnchorOnBarriers" "1"
}
"Properties"
{
"StartOpen"
{
"DefaultValue" "0"
"Index" "1"
}
}
"Exporting"
{
"Instances"
{
"0"
{
"Name" "instances/BEE2/logic/geometry/glass_hole.vmf"
"EntityCount" "0"
"BrushCount" "1"
"BrushSideCount" "6"
}
}

"TargetName" "gh"
"Offset" "64 64 64"
}
}
24 changes: 24 additions & 0 deletions packages/barrier_hole/items/hole/properties.txt
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@@ -0,0 +1,24 @@
"Properties"
{
"Authors" "TeamSpen210"
"Tags" "BEE 2;Partial Blocks"
"Description"
{
"" "Allows cutting circular holes into thin barrier items like Glass or Grating."
"" ""
"" "* Place on top of an existing glass/grating surface. (Place onto a wall to rotate to the correct orientation, then drag onto the glass.)"
"" " * Unfortunately voxels with an adjacent wall make this difficult. Filling the block in, placing the hole item, then hollowing and adding the glass second will help in some situations."
"" "* Five variants are available:"
"" "* Small holes allow portal shots, bullets, lasers, pellets and gel."
"" "* Medium holes allow cubes to fit through, but players cannot when placed on walls."
"" "* Large holes are intended for Excursion Funnels, but most things will fit through."
"" "* Slot holes come in a centered and offset variant, and are designed to fit a Light Bridge through. Portal shots, bullets, lasers and gel splatter will also fit through."
"" "* Multiple hole items cannot overlap."
}

"ent_count" "~3"
"Icon"
{
"0" "clean/BEE2/barrier_hole.png"
}
}
66 changes: 66 additions & 0 deletions packages/barrier_hole/items/hole/vbsp_config.cfg
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@@ -0,0 +1,66 @@
"Conditions"
{
"Condition"
{
"instance" "<ITEM_BEE2_BARRIER_HOLE>"
"Switch"
{
"Test" "instvar"
"$cube_type 0"
{
"GlassHole" "BEE2_CIRCULAR_SMALL"
}
"$cube_type 1"
{
"GlassHole" "BEE2_SQUARE_MEDIUM"
}
"$cube_type 2"
{
"GlassHole" "BEE2_CIRCULAR_LARGE"
}
"$cube_type 3"
{
"GlassHole" "BEE2_SLOTTED_CENTER"
}
"$cube_type 4"
{
"GlassHole" "BEE2_SLOTTED_OFFSET"
"OffsetInstance" "-48 0 0"
}
}

// On walls, add a clip to prevent players from fitting.
// They technically can if crouching, but a stair is required to
// raise them to the right height.
"Condition"
{
"instvar" "$cube_type 1"
"Orient"
{
"direction" "walls"
}
"Result"
{
"AddOverlay" "instances/BEE2/clean/items/barrier/hole_medium_clip.vmf"
}
}
}

// Old item
"Condition"
{
"instance" "<ITEM_BEE2_GLASS_HOLE>"
"Condition"
{
"instvar" "$start_open 1"
"Result"
{
"GlassHole" "BEE2_CIRCULAR_LARGE"
}
"Else"
{
"GlassHole" "BEE2_CIRCULAR_SMALL"
}
}
}
}
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